mercoledì 20 maggio 2026

New Agent Mythic Class Features

These are to complement the class features written by Matt, with great admiration!

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NEW MYTHIC AGENT CLASS FEATURES

Mythic Ploy (Additional) The agent gains a second ploy. They gain abilities from this ploy at their class level -6, but these function at their full class level.

Mythic Ploy (Power) The agent possesses a mythic prowess in their ploy. They add their mythic tier to their professional level when determining the effects of their ploy abilities (though this does not impact what abilities they have access to at each class level).

When a ploy has an effect that lasts one time unit (1 round, minute, hour, or other), it lasts an additional number of time units equal to ½ the agent’s mythic tier (minimum 1).

If an ability requires allies to be within a range or being able to see and hear the agent (such as many conspiratorial ploys), the allies can continue benefitting from the ability for a number of rounds equal to the agent’s mythic tier after they go out of range of the agent and/or are unable to see or hear the agent. If an ally re-enters the agent’s range or line or sight before this time expires, the time resets.

If an ability would require the agent to expend skill leverage (included the ploy’s 14th-level addition to the always a clue ability), the agent can use that ability without expending skill leverage for a number of times per day equal to ½ their mythic tier (minimum 1).

In addition, a mythic ploy can grant additional abilities, as follows. If the agent has more than a ploy, they may take this mythic class feature more than once. Each time they do, they may improve a different ploy.


Mythic AgilityArPC Ploy

Thrilling Engagement: The agent can use discerning strike on the target whenever the agent or the target is using any movement type (including gliding through an element).

Swift of Foot: The agent doesn’t lose their extra speed when carrying a medium load. At 10th tier, the agent retains the extra speed even when carrying a heavy load.


Mythic Bravado Ploy

Distracting Attack: The agent adds their mythic tier to their Bluff or Intimidate check, and the distracting effect lasts for a number of rounds equal to ½ their mythic tier (minimum 1).


Mythic DeadeyeArPC Ploy

In My Sights: The agent can ignore improved cover when using successfully the in my sights ability. By expending one use of mythic power, the agent can ignore total cover too.

Comprehend: The agent adds their mythic tier to all Knowledge, Perception, and Sense Motive skill checks attempted against their target.

Ricochet Shot: If the agent hits the second target, they can ricochet the shot again to a third target, with a -10 penalty on the attack. The agent can apply the effects of discerning strike to the first target as normal.


Mythic Discipline Ploy

Shrink Away: The agent doesn’t need to make an Acrobatics check to squeeze in an enemy’s space. The agent also doesn’t take any penalties on their attack rolls or AC for squeezing.

Inside Fighting: The agent adds ½ their mythic tier (minimum 1) to the target’s penalty.

Clever Technique: The agent adds their mythic tier to their Escape Artist check or combat maneuver check.


Mythic Imposture Ploy

Misleading Attack: The agent doesn’t take a penalty on their Sleight of Hand check for not slowing down. If the agent makes a Sleight of Hand check to shift the blame, the target is not granted any bonus on their saving throw, and is not immune to the misleading attack ability after attempting a saving throw.

Subtle Setup: The target’s penalties double.

Swift Setup: The agent needs not have an Improved feat for the combat maneuver they choose to attempt. At 5th mythic tier, the agent can attempt any combat maneuver, even if it is not on the list.

Consistent Story: A creature that is a victim of the consistent story ability automatically fails at all Perception checks against the Disguise and Sleight of Hand checks of the agent and the agent’s apparent allies and at all Sense Motive checks against lies the agent or the agent’s apparent allies tell that are believable given their appearances, for a number of hours equal to the agent’s mythic tier.


Mythic InstigatorArPC Ploy

Taunting Glower: The agent can use the taunting glower ability without expending martial focus for a number of times per day equal to ½ their mythic tier (minimum 1).

Brutalize: When using the brutalize ability, the agent treats any discerning strike damage dice that roll a 1, 2, or 3 as if they had rolled a 4 instead.

Salt the Wound: Whenever the agent successfully uses a devious technique on a target, the agent may use a boast as a free action, or two as an immediate action.


Mythic Silence Ploy

Vanish Into the Crowd: If the agent loses cover or concealment while they are using Stealth, the agent does not break Stealth due to being revealed for a number of rounds equal to ½ their mythic tier (minimum 1).

Trip Up: The target cannot move from its current place for a number of rounds equal to ½ the agent’s mythic tier (minimum 1).

Efficient Infiltration: After hitting with discerning strike, the agent can apply two devious techniques, one of which must be a technique specific of the silence ploy.


Mythic Ploy (Selection) Once each day, the agent selects one ploy to replace the one they currently possess. They lose the replaced ploy’s abilities and gain the selected ploy’s abilities until they choose to replace them again.

Mythic Conspiracy (Additional) The agent gains a second conspiracy. They gain abilities from this conspiracy at their class level -6, but these function at their full class level.

Mythic Conspiracy (Power) The agent is mythically adept with their conspiracy. They add their mythic tier to their agent level when determining the effects of their conspiracy abilities (though this does not impact what abilities they have access to at each class level).

If a coordinated combat option requires an ally or another creature to have succeeded at a check or successfully used an ability since the end of the agent’s last turn, the ability now functions if the creature has succeeded at a check or successfully used an ability within 1 round for every mythic tier the agent possesses.

If an ability would require the agent to expend skill leverage, she can use that ability without expending skill leverage for a number of times per day equal to ½ her mythic tier (minimum 1).

In addition, a mythic conspiracy can grant additional abilities, as follows. If the agent has more than a conspiracy, they may take this mythic class feature more than once. Each time they do, they may improve a different conspiracy.


Mythic Censorship Conspiracy

Web of Secrets: The agent can gather information about a magic item, spellcaster, magical phenomenon, or creature with magical abilities within two week’s travel of the local settlement.


Mythic Collusion Conspiracy

Web of Secrets: The agent adds their mythic level to their Diplomacy check.


Mythic PropagandaBuG Conspiracy

Coordinated Combat Option: The agent’s coordinated combat bonus and discerning strike damage apply for 1d6 rounds after the effects of their performance talents expire.


Mythic ReconnaissanceBuG Conspiracy

Web of Secrets: The agent can select two settlements, structures, or hexes of wilderness to benefit from this ability.

Coordinated Combat Option: The agent’s coordinated combat bonus and discerning strike damage apply for 1d6 rounds after the ally or the target leave the agent’s pathing.


Mythic Revolt Conspiracy

Coordinated Combat Option: The agent’s coordinated combat bonus and discerning strike damage apply as long as the target is affected by any mind-affecting effect, even a harmless one.


Mythic Treachery Conspiracy

Coordinated Combat Option: The agent’s coordinated combat bonus and discerning strike damage also apply when the target has an anger condition or is in the agent’s threatened area.


Mythic Conspiracy (Selection) Once each day, the agent selects one conspiracy to replace the one they currently possess. They lose the replaced conspiracy abilities and gain the selected conspiracy’s abilities until they choose to replace them again.

Mythic Devious Technique (Single) Single mythic devious techniques grant specific abilities, as follows.

Sensory Shutdown: A creature can be affected by the sensory shutdown ability for a number of additional times per day equal to the agent’s mythic tier.

What Were We Doing?: If the agent reduces the creature’s hit points to 0 or lower, the creature must roll the saving throw against this ability three times, taking the lowest of the three results.


domenica 17 maggio 2026

New Eminent Path Abilities

These are dedicated to Matt, too. See the Eminent mythic path in Studio M’s book Mythic Spheres of Guile: The Eminent Path.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


NEW EMINENT PATH ABILITIES


1st Tier


Call In a Favor Ex) As the strangerMHH mythic path ability.

Curio Collector (Ex) As the mysticMCC mythic path ability.

Masterwork Creator (Ex) You can create trinkets using the Artifice sphere that replicate items from another sphere talent you possess, such as an Alchemy sphere formulae, Trap sphere trap, etc. When you create such a trinket, it is considered a masterwork item and lasts for an additional number of hours equal to the number of talents you possess in the related sphere. You can apply talents from the related sphere to your trinket as if they were Artifice sphere talents. Likewise, if you use another sphere talent you possess to create an item, you can instead apply skill talents to your item as if they were talents from the related sphere.

Field Surgeon (Ex) As the geniusMHH mythic path ability.

Indefatigable Traveler (Ex) As the guardianMO mythic path ability.

Ranged Disable (Ex) As the tricksterMA mythic path ability.

Streetwise Seeker (Ex) As the strangerMHH mythic path ability.

Supreme Tracker (Ex) (Utility) As the guardianMA mythic path ability.

Technological Tinker (Ex) As the geniusMHH mythic path ability.

Uncanny Agility (Ex) You automatically succeed at your saving throw against non-mythic traps. If a non-mythic trap doesn’t allow a saving throw, you either take half damage from the trap or have only a 50% chance to be affected by the trap’s effect.


3rd Tier


Combat Saboteur (Ex) As the tricksterMA mythic path ability.

Handy Souvenir (Ex) As the strangerMHH mythic path ability.

Learning By Example As the reluctant heroMCC mythic path ability.

Loophole (Su) As the boundMCC mythic path ability.

Lucidity (Su) You are immune to all the non-mythic effects that cause the sickened and nauseated condition.

Master of Shadows (Ex) As the marshalMA mythic path ability.


6th Tier


Dispassionate Insight (Ex) As the geniusMHH mythic path ability.

Flexible Terms (Ex) As the boundMCC mythic path ability.

Technomagical Conversion (Ex) As the geniusMCC mythic class ability.

Ultimate Diplomat (Ex) With a successful Bluff, Diplomacy, or Intimidate skill check against a group of creatures, you can expend one use of mythic power to learn one motivation of each creature in that group. Mythic creatures are immune to this effect.

Unfathomable Knowledge (Su) (Utility) As the boundMCC mythic class ability.

sabato 16 maggio 2026

Mythic Spheres of Guile: New Universal Path Abilities for Operatives

Dedicated to Matt Daley and his Mythic Spheres of Guile books for Studio M.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


1st Tier


Mythic Leverage (Su) You can use points of mythic power interchangeably with skill leverage. If you spend one use of mythic power and one use of skill leverage, the effect is considered a mythic effect and bypasses DR/epic. If the effect allows a saving throw, the save DC is increased by an amount equal to one-half your tier (minimum 1).

Mythic Skill Expertise You gain a +1 mythic bonus on your relevant skill ranks in two spheres. This bonus increases by +1 at 3rd tier and each odd tier thereafter. This does not improve your skill rolls (regardless of whether or not you are using that sphere), but it does improve the effects of many talents.

Mythic Skill Talents You gain one bonus skill talent at each odd tier, including odd tiers gained after taking this ability. You can choose to gain two utility talents instead of one non-utility talent. You cannot have this ability if you possess the Mythic Magic TalentsMSoP or Mythic Combat TalentsMSoM abilities.


3rd Tier


Handy and Useful You can take any one talent that has not the (utility) tag as if it had the (utility) tag.

mercoledì 13 maggio 2026

The Bardess’ Library #19 Is Out!

Let’s celebrate May with a new issue of my magazine! The theme is Arts!

And tomorrow, a new piece of exclusive content on my Patreon page. Enjoy it!

domenica 10 maggio 2026

New Feat: Providing Companion

Because they give something else sometimes other than company.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Providing Companion

Your companion is also a valuable asset for food and commodities.

Prerequisites: Animal companion class feature or familiar class feature.

Benefit: Your companion can produce milk, eggs, wool, bark, fruits, textile fibers, or other edible or useful products for a value equivalent to one metal for one person every day. If you have more than one animal companion or familiar, choose one to receive this benefit. If you dismiss or lose an animal companion or familiar that has received this benefit, you can apply this feat to the replacement creature.

Special: You can select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.

sabato 9 maggio 2026

Bestiary: Turkey

Some familiars can be kept for food, too.

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Turkey

This plump fowl has dark plumage, great and long wattles, and a spread tail, though shorter than a peacock’s display. Its gobble is loud and intimidating.

Turkey CR ⅓

XP 135
N Small animal
Init +0; Senses low-light vision; Perception +4

Defense

AC 13, touch 11, flat-footed 13 (+2 natural, +1 size)
hp 6 (1d8+2)
Fort +4, Ref +2, Will +0

Offense

Speed 10 ft., fly 40 ft. (good)
Melee bite +1 (1d4-1), 2 talons +1 (1d3-1)
Statistics

Str 9, Dex 11, Con 14, Int 2, Wis 10, Cha 8
Base Atk +0; CMB -4; CMD 6
Feats Weapon Finesse

Skills Fly +6, Perception +4

Ecology

Environment cold and temperate forests
Organization solitary, pair, of rafter (2-24)
Treasure none

Special Abilities


Familiar The master of a turkey familiar gains a +3 bonus on Intimidate checks.


Wild turkeys in their native forests are slender, ferocious, and surprisingly good at flight. Domesticated turkeys are much plumper; their flight maneuverability is clumsy and they gain the drift special ability of a chicken or peafowl. Domesticated turkey are mainly raised for their meat.


Turkey Animal Companions

Starting Statistics: Size Small; Speed 10 ft., fly 40 ft. (good); AC +2 natural armor; Attack bite (1d4), two claws (1d3); Ability Scores Str 7, Dex 11, Con 12, Int 2, Wis 10, Cha 8; Special Qualities low-light vision.

4th-Level Advancement: Ability Scores Str +2, Con +2.